Tue, Jun 12
Can confirm the issue though my assumtion is that this will end up in a "wont-fix" situation...
Reason being that viewport drawing got a complete overhaul in 2.8 in this wont be an issue there anymore...
(quickly checked this in blender2.8 branch and while there are remaining issues in dupli-drawing there, it is not the case that something is displayed in black there...)
Mon, Jun 11
Try setting the lamp size to 0 or a small number, in this .blend it is set to cover a big part of the hemisphere. We have a to do item to clarify this by changing the sun size to display as an angle.
Sat, Jun 9
Thu, Jun 7
Mon, Jun 4
Fri, Jun 1
Thu, May 31
On previous Blender versions, with background image enabled, when you drag'n'drop an image file (whether from your OS's file browser or from Blender's Image Editor) to the 3D viewport, it will add this image as background image.
Wed, May 30
that is accurate. in 2.7 it doesnt work like this, but this isnt useful at all, as an animator you want to see in the path the keyframes of the currently selected object that affects it,
example: the path is set to the head control, but i have the hip selected, the path should show the keys of the hip, because that´s what im modifiying that will ultimately affect the path because of the hierarchy (you should try to confirm with hjalti, he knows exactly what im talking about)
@Luciano Muñoz Sessarego (looch)
I don't understand. Keyframes are only showed when there is keys are on the motion path, which is baked from an object/bone.
its important to show the keyframes in the motion path of the selected object, which is not necesarilly the object from which the motion path is calculated.
Sorry, my bad, it is fixed for me too.
not fixed here :P
Is there a reason not to tag the baked motion path verts if there are on a keyframe? It would simplify the whole drawing a lot.
Also I don't see the point of showing synced keyframe marker but at the baked position.
Tue, May 29
Mon, May 28
- Auto calculation is a separate topic - it's not related to the drawing.
- The main interesting features of that mockup are the explicit display of the start/end frames. Otherwise, it's actually pretty much just the standard display
- "Tangent editing" or just general motion path editing is actually a lot harder than it looks - especially in everything other than the most basic case. Unfortunately, you can't just support that simple case, as people will want the others too. Anyway, again this is separate from the issue of just getting drawing code working
Im not sure if i overlooked something in the description above,
but will the motion paths be calculated automatically.
So we dont have to set the framerange, only a max and min frame value would be nice.
May 22 2018
in regards to drawing, maybe there could be an option to randomize colors for them, so each new path gets a different color, though they should probably go in order, Ie, 1 gets red, the second one gets green, the third one gets blue and so on, much easier to see, and the thicknes definitelly should be like what in 2.79 wa 2 px or so.
oh cool, sorry for spamming the wrong thread, if you want to point me in the right direction it Id be happy to contribute :)
@Luciano Muñoz Sessarego (looch) That is a separate topic - Calculation of motion paths is not the same as the drawing code (which this task focusses on restoring).
Please consider an option to offset the motion path!, example, i create a motion path on the head bone but i want to offset it to the forehead, or to the tip of the ear (which are directly moved by the head joing)
Offloading to @Clément Foucault (fclem) who can probably do this faster, while I deal with nasty Copy-on-Write issues.
May 14 2018
May 11 2018
May 7 2018
Oh, i'm sorry for the duplicate :(
Thank you so much!
Thanx for reporting back!
Just noticed this has been reported before, see T53648.
May 6 2018
Material shading mode always uses GLSL, so it's the same problem.
(Mirror from what I just said on #blender IRC)
May 3 2018
Apr 30 2018
Mar 3 2018
Sure, here is a blend.
(texture is bundled, but in just in case...)
I can reproduce it with an base material and an Image Texture like Color Grid attached to it on win 7 AMD R7 360 in Texture mode. Tested with build fee4b64, 2.79a RC.
Running with debug-gpu gives the following error:
I can't reproduce this so far. Can you attach a .blend and image texture, to be sure there isn't anything different about what we are testing with?
Feb 19 2018
I believe that I might also be suffering from this bug.
Feb 9 2018
It still doesn't seem to work with the edge split modifier. Compare renderings in Cycles vs. Eevee with smooth faces, sharp edges + edge split modifier (using blender2.8 / be4ebb7fa6c).
Feb 1 2018
no GPU rendering for me then,
Jan 31 2018
After looking through now with proper time, seems indeed some High Sierra issue.
From the description, this must be a bug in the Apple OpenCL driver. We've seen this before where if it's given a complex OpenCL kernel, it can hang for a longe time and eventually crash or return an error.